
// custom transform
uniform struct TTransform {
	mat4	ModelViewProjection;
	mat4	MVP;
	mat4	ViewProjection;
	mat4	VP;
	mat4	ModelView;
	mat4	MV;
	mat4	Projection;
	mat4	View;
	mat4	Model;
	mat3	Normal;
	// inverse
	mat4	ModelViewProjectionInverse;
	mat4	MVPInv;
	mat4	ViewProjectionInverse;
	mat4	VPInv;
	mat4	ModelViewInverse;
	mat4	MVInv;
	mat4	ProjectionInverse;
	mat4	ViewInverse;
	mat4	ModelInverse;
	mat3	NormalInverse;
	// texture matrices
	mat4	Texture0;
	mat4	Texture1;
	...
	mat4	Texture[10];	// 2..10
	// shadow matrices
	mat4	Shadow0;
	mat4	Shadow1;
	...
	mat4	Shadow[6];		// 2..6
} unTransform;


layout (std140)
uniform inTransform {
	...
} unTransform;

